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EdroGrimshell
2010-08-21, 12:34 AM
Daelkyr Bloodlord

Requirements:
Base Attack Bonus: +4
Skills: Knowledge (arcana, dungeoneering, or the planes) 8 ranks
Feats: Symbiont Mastery
Special: Must have had a symbiont for at least one level prior to taking levels in this class

Class Skills
The Daelkyr Bloodlord's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering/the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).
Skills Points at Each Level: 2 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th

1st|
+0|
+2|
+0|
+2|Generate Symbiont|2|1|—|—|—|—

2nd|
+1|
+3|
+0|
+3|Symbiont Familiar|3|1|0|—|—|—

3rd|
+2|
+3|
+1|
+3|Improved Symbiont Mastery|3|2|1|—|—|—

4th|
+3|
+4|
+1|
+4|Generate Symbiont|4|2|2|0|—|—

5th|
+3|
+4|
+1|
+4|Symbiont Collective|4|3|2|1|—|—

6th|
+4|
+5|
+2|
+5|Symbiont Adaptation|4|3|3|2|0|—

7th|
+5|
+5|
+2|
+5|Generate Symbiont|5|3|3|2|1|—

8th|
+6|
+6|
+2|
+6|Evolved Collective|5|4|3|3|2|0

9th|
+6|
+6|
+3|
+6|Daelkyr Ascendance|5|4|4|3|2|1

10th|
+7|
+7|
+3|
+7|Generate Symbiont|5|4|4|3|3|2[/table]

Weapon Proficiencies: A daelkyr bloodlord does not gain any new proficiencies for taking levels in this prestige class.

Spellcasting: At 1st level, a daelkyr bloodlord gains the ability to cast a small number of arcane spells drawn from the daelkyr bloodlord spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, the daelkyr bloodlord must have a Cha score of 10 + the spell’s level. The DC for a saving throw against a daelkyr bloodlord’s spell is 10 + the spell’s level + his Cha mod.
A daelkyr bloodlord can only cast a certain number of spells of each spell level per day. The base daily allotment of spells per day is given on the table above. In addition, he receives bonus spells for a high Cha score.

Spells Known: At 1st level, a daelkyr bloodlord gains the knowledge of two 1st-level spells, chosen from the daelkyr bloodlord spell list.
At each new level, the daelkyr bloodlord gains the knowledge of two additional spells of any level he can cast, chosen from the daelkyr bloodlord spell list.
He need not prepare spells in advance. He can cast any spell he knows at any time assuming he has not yet used up his spell per day for that spell level.

Generate Symbiont (Ex): At 1st level, a daelkyr bloodlord can generate a symbiont from his own flesh. This process takes a 24-hour ritual and 100gp worth of magical and alchemical materials. He can generate any symbiont as shown on the table below. As he advances in level, he can generate different kinds of symbionts. Should his symbionts be killed, he can generate another one in a ritual identical to the first. Every three levels thereafter, a daelkyr bloodlord can generate another symbiont.

Symbiont Familiar (Ex): At 2nd level, a daelkyr bloodlord forms a special bond with a single symbiont that he hosts. This symbiont has a number of hit die equal to the daelkyr bloodlord’s class level plus any bonus hit die indicated on the table below. Both the symbiont and the daelkyr bloodlord gain a number of benefits from this bond as described below. A symbiont familiar never has a personality conflict with the daelkyr bloodlord unless he acts radically different from the norm (Ex. If influenced by an enchantment or similar effect).

Improved Symbiont Mastery (Ex): Beginning at 3rd level, a daelkyr bloodlord gains double the normal benefit from the Symbiont Mastery feat. In addition, he no longer takes ability damage from removing his symbionts.

Symbiont Collective (Ex): At 5th level, a daelkyr bloodlord’s symbionts become a single collective creature, with his symbiont familiar assimilating the personalities and abilities of the other symbionts in the collective. The collective uses the highest ability scores of the component symbionts and has all of the special qualities and special attacks of all the symbionts included in the collective. Once a symbiont is integrated into the collective it cannot be removed. Use the highest hit die of the component symbiont (typically your symbiont familiar) for the hit die of the collective. A collective can only have a certain number of symbionts integrated into it equal to the daelkyr bloodlord’s class level. Recalculate the Ego score of the collective for its new special qualities, special attacks, and ability scores.

Symbiont Adaptation (Ex): At 6th level, a daelkyr bloodlord adapts to the symbionts attached to him. He gains a +1 circumstance bonus on his Fort saves for every symbiont attached. The daelkyr bloodlord also gains damage reduction, overcome by byeshk, equal to twice the number of symbionts attached to him.

Evolved Collective (Ex): At 8th level, the daelkyr bloodlord’s collective has reached a new level of power. The collective becomes more connected to its host’s life force, granting him a +3 armor bonus, this is in addition to any bonus granted from the collective. The collective also gains magical armor and/or weapon enhancements equaling up to 10,000gp worth of enhancements. Additionally, the collective can act independently from the host when not attached to the daelkyr bloodlord, and can maintain telepathic communication with him even while not attached, so long as they are within one mile of each other. Lastly the collective’s Str score permanently increases by eight.

Daelkyr Ascendance (Ex): At 9th level, the daelkyr blood lord reaches his pinnacle, his type changes to outsider with the native subtype. He gains light fortification, damage reduction 10/byeshk, and fire and cold resistance 5. He is still treated as her previous creature type for her own spells and can still be brought back from the dead as if he were a member of her previous creature type.

Symbionts Available by Level
{table]Level|Available Symbionts
1st|Breed Leech, Crawling Gauntlet, Throwing Scarab, Restless Armor
3rd|Skull Mantle, Spellwurm, Stormstalk, Winter Cyst
5th|Eldritch Claw, Tentacle Whip
7th|Tongue Worm, Spellknight, Angel Claws
9th|Sky Scourge, Living Breastplate[/table]

Spell List

Cantrips: Resistance,

1st-Level: Cause Fear, Cure Light Wounds, Endure Elements, Longstrider, Grease, Disguise Self, Enlarge Person

2nd-Level: Resist Energy, Web, See Invisibility, Invisibility, Scare, Bull's Strength, Bear's Endurance, Cat's Grace, Spider Climb, Cure Moderate Wounds, Status

3rd-Level: Cure Serious Wounds, Dispel Magic, Protection from Energy, Meld into Stone, Snare, Arcane Sight, Heroism, Levitate, Lesser Restoration

4th-Level: Cure Critical Wounds, Greater Invisibility, Fear, Dismissal, True Seeing

5th-Level:


Symbiont Familiar
A daelkyr bloodlord’s symbiont familiar is different from most symbionts, its form is different from others of its kind, looking less bulky and sleeker than others of its kind. It often has aspects that mirror the daelkyr bloodlord’s personality in addition to the sleeker look common to all symbiont familiars.


{table]Class Level| Bonus Hit Die| Intelligence Increase| Special
2nd| +1| +1| Alertness
3rd-4th| +2| +2| Improved Host Benefits
5th-6th| +3| +3|
7th-8th| +4| +4| Greater Host Benefits
9th-10th| +5| +5| Regenerate Symbiont Familiar[/table]

Bonus Hit Die: Your symbiont familiar gains additional hit die in addition to the hit die it gains from your daelkyr bloodlord level. These are similar to a druid’s animal companion’s bonus hit die.

Intelligence Increase: Your symbiont familiar is far more intelligent than others of its kind. Add the bonus presented on the table below to the symbiont familiar’s Int score.

Alertness: While the symbiont familiar is attached, you gain the benefits of the Alertness feat as it enhances your senses.

Improved Host Benefits: Starting at your 3rd level of daelkyr bloodlord, you gain a more powerful benefit from your symbiont familiar. This benefit is based on your symbiont familiar.
Breed Leech: You gain a +2 circumstance bonus on Fort saves and gain the benefit of the mettle class feature, except it only affects Fort based saves.
Crawling Gauntlet: The damage from the claw attack granted by your crawling gauntlet increases by one die size (1d6 for a medium creature) and has its critical threat range increased by one (to 19-20) which stacks with similar benefits.
Restless Armor: The armor bonus granted by your restless armor increases by one and has no arcane spell failure chance.
Stormstalk: The ray attack granted by your stormstalk can be used each round instead of every other round. Additionally, once per encounter, you can release all the energy pent up in your stormstalk as a 60ft line of electricity that deals 2d6 point of damage to all creatures in its area (Ref half), you cannot use the ray for 1d4+1 rounds after using this ability.
Throwing Scarab: The range increment of your throwing scarab increases by 10ft and you can throw multiple shards in a round as a full attack action.
Winter Cyst: The ray attack granted by your winter cyst can be used each round instead of every other round. Additionally, once per encounter, you can release all the energy pent up in your winter cyst as a 30ft cone of cold that deals 2d6 point of damage to all creatures in its area (Ref halves), you cannot use the ray for 1d4+1 rounds after using this ability.

Greater Host Benefits: Starting at your 7th level of daelkyr bloodlord, you gain an even more potent benefit from your symbiont familiar. This benefit is based on your symbiont familiar.
Breed Leech: You gain immunity to disease and poison. In addition, ability damage you take is reduced by one (to a minimum of 0).
Crawling Gauntlet: The damage from the claw attack granted by your crawling gauntlet increases by one die size (1d8 for a medium creature) and has its critical multiplier increased by one (to x3) which stacks with similar benefits.
Restless Armor: The armor bonus granted by your restless armor increases by one and has no maximum Dex bonus.
Stormstalk: The ray attack granted by your stormstalk deals 2d6 points of electricity damage, the line effect now deals 4d6 points of damage. Additionally, you can use a full round action to attack with the ray multiple times as if making a full attack.
Throwing Scarab: The range increment of your throwing scarab increases by an additional 10ft and the shards carry a poison that deals 1 point of Str damage (Fort save DC 10 + half your character level + your or your symbiont familiar’s Con mod, whichever is higher). A creature that succeeds on the save is immune to your poison for 24 hours after it made the save.
Winter Cyst: The ray attack granted by your winter cyst deals 2d6 points of cold damage, the cone effect now deals 4d6 points of damage. Additionally, you can use a full round action to attack with the ray multiple times as if making a full attack.

Regenerate Symbiont Familiar: Once per week, starting at 9th level, you may resurrect your symbiont familiar as if with the spell True Resurrection as a spell-like ability.

EdroGrimshell
2010-08-21, 12:37 AM
NEW SYMBIONTS (I can't take credit for all of them but i can't find the original thread)
Sky Scourge
Small Aberration (Symbiont)
Hit Die: 1d8 +1 (hp: 5)
Initiative: +3
Speed: 20ft, fly 60ft (good)
Armor Class: 16 (Size +1, Dex +3, Natural +2)
Base Atk/Grp: +1/-3
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Space/Reach: 5ft / 0ft
Special Attacks: ---
Special Qualities: Symbiont Traits, telepathy
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 15, Cha 8, Ego 3
Skills: Climb +4, Hide +6, Move Silently +6
Feats: Flyby Attack, HoverB
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Sky scourges were created by illithid spellcasters as a way to create aerial combat units, the result was a beetle-like creature with demonic wings that connected with its host.
A sky scourge does not speak any language, but it understands Undercommon.

Combat
A sky scourge can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a sky scourge to gain its benefits or encounters the sky scourge accidentally. The sky scourge attaches by sinking tendril on the bottom of its body into the host’s back and wrapping its legs around the hosts torso.
Attaching or removing a sky scourge deals 1d3 points of strength damage.

Host Benefits: A creature with an attached sky scourge gains a fly speed of 60ft with good maneuverability, the host also gains the benefit of the sky scourge’s feats (Flyby Attack and Hover). While attached to a host, the sky scourge does not attack on its own.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): A sky scourge can communicate telepathically with its host, if its host has a language.

Skull Mantle
Tiny Undead (Symbiont)
Hit Die: 1d12 (hp: 6)
Initiative: +3
Speed: 20ft, Climb 20ft
Armor Class: 17 (Size +2, Dex +3, Natural +2)
Base Atk/Grp: +0/-8
Attack: Tail +1 melee (1d4-1)
Full Attack: Tail +1 melee (1d4-1) and Bite -4 melee (1d3-1)
Space/Reach: 2-½ft / 0ft
Special Attacks: ---
Special Qualities: Symbiont Traits, low-light vision, scent, telepathy
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 8, Dex 16, Con -, Int 14, Wis 14, Cha 6, Ego 6
Skills: Hide +14, Listen +6, Move Silently +14, Spot +6
Feats: Track
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Skull mantles were created by the daelkyr as a way to create elite tracking units, the result was a snake-like creature with a draconic skull that can be retracted into its body.
A skull mantle does not speak any language, but it understands Undercommon.

Combat
A skull mantle can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a skull mantle to gain its benefits or encounters the skull mantle accidentally. The skull mantle attaches by sinking tendril on the bottom of its body into the host’s spinal column and extending its skull-like head over the host’s head.
Attaching or removing a skull mantle deals 1d3 points of Con damage.

Host Benefits: A creature with an attached skull mantle gains a natural tail attack that deals 1d6 points of damage, when attached to a medium creature. It also gains a climb speed of 20ft, low-light vision, darkvision out to 60ft, the scent ability, and the benefits of the Track feat.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): A skull mantle can communicate telepathically with its host, if its host has a language.

Restless Armor
Medium Aberration (Symbiont)
Hit Die: 1d8+3 (hp: 7)
Initiative: +7
Speed: 30ft
Armor Class: 16 (Dex +2, Natural +3)
Base Atk/Grp: +0/-3
Attack: Slam +1 melee (1d6+1)
Full Attack: Slam +1 melee (1d6+1)
Space/Reach: 5ft / 5ft
Special Attacks: ---
Special Qualities: Symbiont Traits, darkvision 60ft, telepathy
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 12, Dex 15, Con 16, Int 10, Wis 12, Cha 10, Ego 3
Skills: Listen +5, Spot +5
Feats: Improved Initiative
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Restless armors are a rare form of naturally occurring symbiont that are the precursor to the living breastplate symbiont. They look like animated studded leather with a large eye in the center of the chest piece and a primitive mouth.
Restless armors are the only symbiont capable of speech with the ability to speak both Undercommon and Common.

Combat
A restless armor can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally. A restless armor attaches by sinking needle-like teeth into the host.
Attaching or removing an restless armor deals 1d3 points of Str damage.

Host Benefits: The host gains a +3 armor bonus. A reckless armor has no armor check penalty, a maximum Dex bonus of +10, and an arcane spell failure chance of 5%. The host is treated as wearing light armor.

Telepathy: A reckless armor can communicate telepathically with its host, if its host has a language.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Eldritch Claw
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: 20 feet (4 squares)
Armor Class: 17 (+2 size, +4 Dex, +1 natural)
Base Atk/Gpl: +0/-10
Attack: Claw -2 melee (1d3-2) or Eldritch blast +4 ranged touch (3d6)
Full Attack: Claw -2 melee (1d3-2) or Eldritch blast +4 ranged touch (3d6)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Eldritch Blast
Special Qualities: Symbiont Traits, Darkvision 60 ft, Telepathy
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 7, Dex 19, Con 11, Int 10, Wis 10, Cha 14, Ego 7
Skills: Hide +16, Move Silently +8
Feats: Empower Spell-like Ability (Eldritch Blast)
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

Eldritch claws are rare symbionts that bond with spellcasters giving them greater versatility with their spells. Eldritch claws were created from oversized illithid tadpoles exposed to the husk of infinite worlds.
They appear much like large manta rays with a retractable, hand like appendage with a circular mouth seated in the center of the “hand“.
An eldritch claw does not speak any language, but it understands Undercommon.

Combat
An eldritch claw can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out an eldritch claw to gains its benefits or encounters one accidentally. It attaches by wrapping its ray-like fins around the host’s arm and covering the hand in the extendable mouthpiece.
Attaching or removing an eldritch claw deals 1d3-1 points of Int damage.

Host Benefit: The host gains a claw attack that deals the same damage as a crawling gauntlet. The host can use the eldritch claw’s eldritch blast ability and Empower Spell-like Ability feat. Additionally, the host can channel a touch or ray spell into the eldritch blast, a target hit by the eldritch blast is also affected by the channeled spell.

Eldritch Blast (Sp): An eldritch claw can create an eldritch blast as a 5th level warlock.

Telepathy (Su): An eldritch claw can communicate telepathically with its host, if its host has a language.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Spellknight
Small Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 feet (6 squares)
Armor Class: 20 (+1 size, +4 Dex, +5 natural)
Base Atk/Gpl: +0/-5
Attack: Slam +0 melee (1d3-1)
Full Attack: Slam +0 melee (1d3-1)
Space/Reach: 5ft/5ft
Special Attacks: Spells
Special Qualities: Symbiont Traits, Darkvision 60 ft, Telepathy
Saves: Fort +0, Ref +3, Will +2
Abilities: Str 8, Dex 16, Con 11, Int 13, Wis 10, Cha 14, Ego 8
Skills: Knowledge (arcana) +5, Spellcraft +7, Use Magic Device +8
Feats: Magical Aptitude
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: –

Spellknights were created by daelkyr half-blood sorcerers and wizards as a way to increase their defense without wasting spells. Spellknights are unique in that, they are not used by the daelkyr. When not attached to a host, a spellknight looks like a sphere of silver with eldritch markings of a deep crimson or violet color. When it is attached to a host, it looks like an incomplete suit of silver half plate with the same runes on it.
A spellknight does not speak any language, but it understands Undercommon.

Combat
A spellknight can only attach itself to a willing host (as a full-round action). In general, a creature seeks out a spellknight to gains its benefits or encounters one accidentally. It attaches by unfurling into a suit of armor that is then donned by the host.
Attaching or removing a spellknight deals 1 point of Con damage.

Host Benefit: The host gains a +5 armor bonus. Additionally, the host adds the spellknight’s spell-like abilities to his spells known list and may use the spellknight’s spell-like abilities.

Spell-Like Abilities: At Will- Resistance, Detect Magic, Read Magic, Dancing Lights, Light, Ghost Sound, Mage Hand, Prestidigitation; 3/day- Shield, Protection From Arrows, Resist Energy, Invisibility, Dispel Magic; 1/day- Stoneskin. A spellknight will not use its spell-like abilities when attached to a host.

Telepathy (Su): A spellknight can communicate telepathically with its host, if its host has a language.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Angel Claw
Small Aberration (Symbiont)
Hit Die: 1d8 +1 (hp: 5)
Initiative: +4
Speed: 30ft
Armor Class: 16 (Size +1, Dex +4, Natural +1)
Base Atk/Grp: +0/-4
Attack: Claw +4 melee (2d4)
Full Attack: 2 Claws +4 melee (2d4)
Space/Reach: 5ft / 5ft
Special Attacks: ---
Special Qualities: Symbiont Traits, darkvision 60ft, telepathy
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 10, Ego 5
Skills: Hide +12, Move Silently +12
Feats: Improved Natural Attack (claws), Weapon FinesseB
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually chaotic neutral
Advancement: None
Level Adjustment: ---

Angel claws are a failed daelkyr experiment. Intelligent enough to know they were in danger of destruction they fled on dominated hosts and made pacts with a cadre of powerful sorcerers turning them into the creatures they are today.
An angel claw appears as a pair of skeletal arms that attach to the shoulders of the host. They end in long serrated claws that can strike with lethal force.
An angel claw does not speak any language, but it understands Undercommon.

Combat
An angel claw can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out an angel claw to gain its benefits or encounters it accidentally. An angel claw attaches by sinking tendril into the host’s shoulders and upper back.
Attaching or removing an angel claw deals 1d3 points of Wis damage.

Host Benefits: A creature with an attached angel claw gains a pair of claw attacks that deal 2d4 points of slashing damage, when attached to a medium creature. They are treated as magic for the purpose of overcoming damage reduction.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): An angel claw can communicate telepathically with its host, if its host has a language.

Flame Glove
Tiny Aberration (Symbiont, Fire)
Hit Die: 1d8+2 (hp: 6)
Initiative: +3
Speed: 20ft
Armor Class: 17 (Size +2, Dex +4, Natural +1)
Base Atk/Grp: +0/-8
Attack: Claw +4 melee (1d6)
Full Attack: Claw +4 melee (1d6)
Space/Reach: 2-½ft / 0ft
Special Attacks: Flame gout
Special Qualities: Symbiont Traits, darkvision 60ft, telepathy
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 10, Dex 17, Con 14, Int 10, Wis 8, Cha 12, Ego 5
Skills: Hide +15, Move Silently +15
Feats: Weapon Finesse
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly), or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment: ---

Flame gloves evolved from crawling gauntlets that were exposed to creatures with the fire subtype. Ever since the daelkyr have created hundreds of flame gloves for their servitors.
A flame glove does not speak any language, but it understands Undercommon and Ignan.

Combat
A flame glove can attach itself to a willing or helpless host (as a full-round action). In general, a creature either seeks out a flame glove to gain its benefits or encounters it accidentally. A flame glove attaches by sinking tendril into the host’s arm.
Attaching or removing an flame glove deals 1d3 points of Wis damage.

Host Benefits: A creature with an attached flame glove gains a claw attacks that deal damage as a crawling gauntlet plus 1 point of fire damage. They are treated as magic for the purpose of overcoming damage reduction. Once every round, the host can make a ranged touch attack to deal 1d4 points of fire damage to any one target within 60ft. A flame glove does not attack on its own while attached to a host.

Flame Gout (Su): Once every other round, a flame glove can make a ranged touch attack that deals 2d4 points of fire damage to any one target within 60ft.

Symbiont Traits: See page 299 of the Eberron Campaign Setting.

Telepathy (Su): A flame glove can communicate telepathically with its host, if its host has a language.

Dead_Jester
2010-08-21, 06:49 AM
Great concept overall, but I think the spell list needs less healing and more debuffs, as the Daelkyr aren't nice guys, and I am pretty sure their creations aren't as well. It also probably needs to have 6th level spells and give more spells per day.

Also, there is little insentive to actually take thid class. Yes, every gish would probably want a Spellknight and an Eldritch Claw, but they don't need to take this class to have them.

If you give better casting, and a more combat based spell list, some melee guys might be interested in this (because no casters will ever take something for more than a dip if it doesn't improve casting).

Finally, I know this class is pretty different (the focus is completaly different), but have you looked at the Impure Prince Prc and Daelkyr Half-Blood races in Magic of Eberron?

EdroGrimshell
2010-08-21, 07:06 AM
Great concept overall, but I think the spell list needs less healing and more debuffs, as the Daelkyr aren't nice guys, and I am pretty sure their creations aren't as well. It also probably needs to have 6th level spells and give more spells per day.

Also, there is little insentive to actually take thid class. Yes, every gish would probably want a Spellknight and an Eldritch Claw, but they don't need to take this class to have them.

If you give better casting, and a more combat based spell list, some melee guys might be interested in this (because no casters will ever take something for more than a dip if it doesn't improve casting).

Finally, I know this class is pretty different (the focus is completaly different), but have you looked at the Impure Prince Prc and Daelkyr Half-Blood races in Magic of Eberron?

Alright, going in order;

I just took spells that thematically fit the class from the PHB and used them. I didn't have time to go through all the other books, but i will do so later this week. Any suggestions for spell progression and spell list or if i should change it to psionics?

You are correct that there's little insentive to take it, except for the fact that its relatively easy to qualify for and gives some very good benefits for wearing symbionts. I also agree that expanding the spell progression and spell list would make it more appealing. I actually originally posted this for one of Errant X's contests a long while back, i only recently rediscovered it.

Yes and Yes, i have a copy of Magic of Eberron. The Daelkr Half-Blood was actually my reason for creating this class. That and aberrations are actually some of my favorite monsters.

EDIT: I'd also like help making a Daelkyr Half-Blood paragon class and racial sub levels.

Dead_Jester
2010-08-21, 01:40 PM
Alright, going in order;

I just took spells that thematically fit the class from the PHB and used them. I didn't have time to go through all the other books, but i will do so later this week. Any suggestions for spell progression and spell list or if i should change it to psionics?

I could look up spells in other books if u want. I was thinking of taking spells that relate to madness and maybe mutation or morphing, and some blasting spells for flavor. As for making it psionic, that is up to you, as the choice of powers should be able to keep the same tone. For a limited spell list like this, you could include some higher level spells at lower levels, giving them 6th or even 7th level as 5th for example. As for the spell progression, maybe something like the Suel Arcanamach (CA) or the Duskblade (PHBII) with less spells per day in the case of the Duskblade's. It would have to get a new spell level every 2 levels.


EDIT: I'd also like help making a Daelkyr Half-Blood paragon class and racial sub levels.

If you want help, you can Pm about it, and see if I can be of assistance.

P.S., by paragon class, you mean racial paragon, right?

EdroGrimshell
2010-08-21, 04:18 PM
I could look up spells in other books if u want. I was thinking of taking spells that relate to madness and maybe mutation or morphing, and some blasting spells for flavor. As for making it psionic, that is up to you, as the choice of powers should be able to keep the same tone. For a limited spell list like this, you could include some higher level spells at lower levels, giving them 6th or even 7th level as 5th for example.

That would definitely be appropriate for spells. And it would be much appreciated if you could help.


As for the spell progression, maybe something like the Suel Arcanamach (CA) or the Duskblade (PHBII) with less spells per day in the case of the Duskblade's. It would have to get a new spell level every 2 levels.

Probably go with the suel arcanamach progression, although it'll likely still get two spells/level.


If you want help, you can Pm about it, and see if I can be of assistance.

P.S., by paragon class, you mean racial paragon, right?

Yes, i did mean racial paragon. I was mostly thinking first level would double the benefits of symbiont mastery, second level would give an extra symbiont, and third level would have to give an ability boost, not sure which one yet. Not sure on skills yet, but the BAB would be average, and Will saves would be high.

Dead_Jester
2010-08-21, 05:28 PM
For the ability boost, I'd go for constitution, as the symbiont are strengthening the body. As for the spells, I'll try to find some good ones, but I think it would be more efficient if we split the work. I have most of the books, so you take those you have and I'll do the rest OK?

EdroGrimshell
2010-08-21, 05:39 PM
For the ability boost, I'd go for constitution, as the symbiont are strengthening the body. As for the spells, I'll try to find some good ones, but I think it would be more efficient if we split the work. I have most of the books, so you take those you have and I'll do the rest OK?

I have them all on PDF :smallannoyed:

Dencero
2010-08-21, 06:44 PM
Hm. I do like symbiotes, but see a slight problem. Just a minor one, I like how symbiotes get stronger as you progress and even forming a hive mind, but there's just one thing nagging me.... The class is called "DAELKYR Bloodlord" Yet I see no requirement for being a Daelkyr or Daelkyr Half-Blood. I get what you're going for, seeing as thought that the Daelkyr are the ones that utilize and create symbiotes the most, but it just irritates me in a small way. I kept skimming over it and only clicked on it out of sheer boredom. I don't know. Just a little gripe, nothing serious. Don't get me wrong, I like it and I'll probably use it in an up and coming campaign.

EdroGrimshell
2010-08-21, 06:53 PM
Hm. I do like symbiotes, but see a slight problem. Just a minor one, I like how symbiotes get stronger as you progress and even forming a hive mind, but there's just one thing nagging me.... The class is called "DAELKYR Bloodlord" Yet I see no requirement for being a Daelkyr or Daelkyr Half-Blood. I get what you're going for, seeing as thought that the Daelkyr are the ones that utilize and create symbiotes the most, but it just irritates me in a small way. I kept skimming over it and only clicked on it out of sheer boredom. I don't know. Just a little gripe, nothing serious. Don't get me wrong, I like it and I'll probably use it in an up and coming campaign.

Okay, first off, i used the name because it fit with the theme and i couldn't think of anything else that fit, if you have a suggestion for a name i'm all ears.

Second, i really can't take credit for the hive mind, someone else came up with the idea, i just wrote the mechanics for it.

Lastly, if that game is on the boards may i join? I need to playtest this, the symbionts, and a few aberrant feats from this (http://www.giantitp.com/forums/showthread.php?t=155474) thread.

Dencero
2010-08-21, 07:03 PM
Okay, first off, i used the name because it fit with the theme and i couldn't think of anything else that fit, if you have a suggestion for a name i'm all ears.

Second, i really can't take credit for the hive mind, someone else came up with the idea, i just wrote the mechanics for it.

Lastly, if that game is on the boards may i join? I need to playtest this, the symbionts, and a few aberrant feats from this (http://www.giantitp.com/forums/showthread.php?t=155474) thread.

Sorry, it's a game in meat space. Whenever I want to test something, I either grab a friend who is willing or just run a small encounter myself and put it through the rigors. Good luck on the testing, though.

Rebis
2010-08-22, 04:12 AM
Edro, beautifully done. I had been looking at making a Daelkyr Half-Blood for a PbP game here (until my concept was nixed) because I have loved the Half-Blood ever since the first time I saw it. I always wanted to turn the race into a template that could be added to any race because of the line "Daelkyr Half-Bloods are MOST OFTEN BORN OF HUMAN MOTHERS ..." from Magic of Eberron.
I had recently found the Daelkyr Hostmaster PrC online, and since it wasn't anywhere near complete, I'd been trying to figure out how to flesh it out into a complete PrC, today, actually. I'm glad I saw that you've already put in the work and now I don't need to.

Really, really nice stuff. I'm going to be doing a live Pathfinder Eberron game in a little while, and one of my premade characters is a Daelkyr Half-Blood. I'm definitely going to steer him your way to see if he wants to move into the Daelkyr Bloodlord as his PrC.
I will change the name, though. I had been looking at "Wretched Host" as a possible name (patterned somewhat after the "Impure Prince" name), but I'd finally settled on "Afflicted" for the name.
Really, I can't believe how closely our minds were going on this one. I had planned on some way to improve the symbiotes, and I had decided to make a list of each symbiote and the improvements for each different level, and somewhat like your collective, I planned for the PrC to have, at 10th Level, a point where the Half-Blood and one of it's symbionts would apply the Symbote Creature template from Savage Species, which normally couldn't happen with an Aberration.
Seriously, well done. I look forward to playtesting this one out.

I just wish I'd get a chance to play it myself.

- Rebis

EdroGrimshell
2010-08-22, 10:19 AM
Keep me updated. I like to know my work is appreciated.

EdroGrimshell
2010-08-22, 11:17 AM
Changed spell progression to include cantrips and 5th level spells. Working on the spell list, should have my selection up later today, Tuesday at the latest.

Looking for ideas for symbionts that could also go with this class.

Rebis
2010-08-22, 02:49 PM
Changed spell progression to include cantrips and 5th level spells. Working on the spell list, should have my selection up later today, Tuesday at the latest.

Looking for ideas for symbionts that could also go with this class.

You want symbionts? I'll give you symbionts.

Just give me a little time. I've got a lot of stuff on my plate, but I'll get to work on some symbionts. I'll have to look through my old pdf's for the Dragon Magazine issue where it lists a batch of Illithid symbionts and get those in here. As symbionts are added (and you should get the psionic ones from Fiend Folio as well, since they're aberrations), you should update the Improved and Greater Host benefits.
This seriously has the makings of being my favorite PrC ever.

- Rebis

EdroGrimshell
2010-08-22, 04:35 PM
You want symbionts? I'll give you symbionts.

Just give me a little time. I've got a lot of stuff on my plate, but I'll get to work on some symbionts. I'll have to look through my old pdf's for the Dragon Magazine issue where it lists a batch of Illithid symbionts and get those in here. As symbionts are added (and you should get the psionic ones from Fiend Folio as well, since they're aberrations), you should update the Improved and Greater Host benefits.
This seriously has the makings of being my favorite PrC ever.

- Rebis

Thank you and no problem if it takes some time, i have plenty to go around.

I'll get to work on the symbionts from other sources (i have that issue of Dragon and Fiend Folio)

The improved and greater benefits are relatively updated.

I'll try not to let that last comment go to my head.

EdroGrimshell
2010-08-23, 02:15 PM
Anyone else have an opinion

Rebis
2010-08-23, 04:20 PM
Only that I was telling the truth when I said it is possibly my favorite PrC ever. I'm trying to make one up for a pbp here on the forums. I was up till 4am last night working on him.

Dusk Eclipse
2010-08-23, 08:07 PM
I wish I had seen this prestige class last friday :smallfrown:

I started a game and I am playing a gestalt sorc//ranger daelkyr halfblood.... I would have taken this class if I could.

Anyway.... I really like the class and the new symbionts.... I will probably bully talk my dm into a sidequest to get some of them.

Just a few questions on specific symbionts:

Angel Claws (love the name by the way): I have a claw attack by virtue of draconic template, If I attach the Angel Claws do I get an extra pair of claws, or does the damage of my claws increases to 2d4? the fluff implies that they are extra arms but I am not sure.

Spellknight: does it imposes ASF chance or ACP? also can you enchant it like a normal armor?

EdroGrimshell
2010-08-23, 11:50 PM
I wish I had seen this prestige class last friday :smallfrown:

I started a game and I am playing a gestalt sorc//ranger daelkyr halfblood.... I would have taken this class if I could.

Anyway.... I really like the class and the new symbionts.... I will probably bully talk my dm into a sidequest to get some of them.

Just a few questions on specific symbionts:

Angel Claws (love the name by the way): I have a claw attack by virtue of draconic template, If I attach the Angel Claws do I get an extra pair of claws, or does the damage of my claws increases to 2d4? the fluff implies that they are extra arms but I am not sure.

Spellknight: does it imposes ASF chance or ACP? also can you enchant it like a normal armor?

Angel claws do offer an extra set of claw attacks, and sorry to say i didn't come up with the name, someone else wrote up the original for the fluff, i just wrote stats for it.

Spellknights are not actually armor, so no enchanting, no ASF, and no ACP.

EdroGrimshell
2010-08-31, 11:41 PM
Aaaand a bump

EdroGrimshell
2010-09-17, 10:09 AM
One more bump.

Anyone else have an opinion on this? Ideas for new symbionts, spells to add to the spell list, anything?